The cooldown "Oppression" it's too much
honestly I believe not a perk should with a cooldown greater than 60 seconds because 80 seconds makes this perk very useless.
What do u think about reduce the cooldown to 60 seconds?
I wanna read different opinions.
Comments
-
Yeah I agree, the cooldown is way too high. When I use this perk I find myself only activating it maybe 2-3 times in a match that it feels useless.
14 -
Well, during the next chapter, being chapter 19 they should be revisiting the twins and their perks (same with the survivors perks) so hopefully they will buff some of those mediocre perks!
3 -
Reduced to 60 seconds at least. It still wouldn't be great.
They should make those gens regress at Ruin speed as well. Base regression speed is so ridiculous slow that it's near meaningless.
10 -
If they lowered it's cooldown to 60 seconds and maybe made 50% of it's skill checks go in reverse (People have already adapted to a point after they know you have it, it never works again on them) it would be in a good spot.
That won't happen though. They are super slow and struggle with making perk changes for some crazy reason, it takes years to get a tiny buff to a trash tier perk- even when they are fixed with nothing but the most minor of changes like a number value.
1 -
I do get why it's so high, but ya even so should be reduced to 60 seconds.
1 -
Even just half of ruin would be something; since it regresses up to 4 gens and can't be cleansed.
I think when the devs developed this they assumed that the sudden skill check would be good- and for the first week maybe it was but now it only works on people you could win against with no perks at all lol. That or like, on someone like doctor with a dedicated build for it.
1 -
It's not even just the the cooldown that hurts the perk. It's also the fact it will always proc when you kick a gen with it active even if there are no other gens with progression. On top of it's long cooldown, there's also a chance you don't even get any value from it.
2 -
IT's funny because it only bothers me with this perk, because it's actually almost really good. It's stuck on that barrier keeping it from being actually a very useful perk haha and it's a shame.
I like the idea of having a ruin I have to engage in to use instead of a luck totem.
1 -
In game as fast as DBD there should not be a cooldown more than 60s. Looking at dragon's grip
1 -
That would be problematic for newer players, some folks blow gens already just dealing with normal skill checks.
Also it would require a rebalancing of a bunch of in game perks and Doctor again, and require a real focus on making sure it doesn't tilt the game's balance in other areas.
I get where you are coming from, we all want the game to be more interesting for certain things and not so tedious; but the game is also stuck in it's ways and it's been developed with those in mind for so long it's really hard to break out of those things.
5 -
Cooldown or not I still love using the perk. I feel like the devs were playing it safe similar to how they did with any means nessacary. It will probably be buffed
1 -
Also most people hit the skill check if they are on a gen and even if they are not and it goes off if they just keep working on it for like 2 seconds after the pop instead of immediately running, it will stop regressing anyways.
So that is if it even DOES cause regression on the gens in the first place. Often you can kick a gen and literally get NOTHING out of it and still have to wait 80 seconds to try again.
2 -
Problem is if we're being realistic you are never getting 4 gens with its effect. At best you're getting the kicked gen and 2 more.
Most of those gens will be tapped within seconds to stop the regression or they'll have succeeded the skill check in the first place.
1 -
My biggest issue is the random generator part since it can trigger on generators not even worked out. If it only triggered on 3 random progressed generators it would be a lot better even without changing the cooldown
1 -
Okay so reevaluating how I felt about this perk, it's synergy with pop, and the game mechanics as a whole here is a thought:
- Generators kicked with pop regress at 125% of their normal rate
- Cooldown is 60 seconds
- If a skill check is failed that generator is blocked for 5/6/7 seconds.
- If still in need of a buff, I would make 50% of the skill checks move in reverse or the skill check size change between 50% smaller or bigger randomly; or something to make it slightly more unpredictable.
The reason for these changes are so that the regression has meaning without just being ruin you can't cleanse; synergy with pop is better, and if a survivor fails a skill check (which is easy to succeed anyways) it has an ACTUAL consequence now as you will be able to chase them off of it or get close at least if they decide to stay, instead of them touching it to stop regression and then running away.
How does everyone feel about that?
Post edited by [Deleted User] on0 -
Personally, they should replace the skill check with an explosion if it activates on the generator the survivor is working on. This would force the survivors to keep track of the perk CD in order to avoid it or they can take the gamble on RNG not picking their generator. 😅
0 -
Gotta love an 80 second cooldown that can go on cooldown even if it doesn't do anything
even if there are no other gens with progress or being worked on anywhere on the map kicking that one gen will put it on cooldown
now thats what I call value
1 -
I'm satisfied with the skill checks in this perk offering a counterplay to survivors, the problem is successfully skillcheck is easy and should be very difficult but now the cooldown is the biggest problem.
0 -
That's why I don't like skill checks tied to perks because ideally anyone who's decent with them can make the perk underwhelming due to the fact there's no threat repairing a generator while this perk is in the game.
0 -
Definitely should be affect 3 generators with some progress, doesn't make sense to affect on generators with 0 progress.
Imagine have a perk with a cooldown high and explode generators but nobody repair these gens... xD
1 -
Such a high cost for something that could easily do nothing lol and even if it triggers its not necessarily amazing either
0 -
could go a few ways to make it better
- have it effect all gens on the map
- have it effect 3 consistant gens like the closest or the farthest that have progress
- have a shorter cooldown
- have a 5% regression applied to kicked gens immediately (doesn't stack with pop)
- but mainly have it not go on cooldown when it does nothing
any of these would make it a much more usable perk
0 -
1. That would honestly make it a borderline must have perk for generator suppression. Id have fun with it for sure but it would likely be too good for a lot of people.
1 -
I preffer this;
When you damage a Generator up to 3 other random with progress Generators also begin regressing.
If the affected Generators are being repaired, any Survivors repairing them receive a difficult Skill Check.
Oppression has a cool-down of 60/50/40 seconds.
0 -
So 3 have a shorter cooldown
0 -
Yeah i feel 60 seconds is somewhat reasonable but still the regression isn't that great.
0 -
A lot of perks are held back from being viable by unfortunate cool downs: Thrilling Tremors, Surge, Dragon's Grip, Blood Favour, I'm All Ears, etc. However, cutting off the cool downs would make them even more ridiculous. Oppression would let a combination of a wen-tapping survivor and constant gen-kicking killer give literally everybody constant difficult skillchecks in a disgusting three gen, Thrilling would let you block off generators literally forever by dribbling, surge is the exception in that it's not possible to get that many downs that quickly, Dragon's Grip would allow you to get everybody exposed very quickly, Blood Favour is so bad that no cooldown wouldn't even make it decent, and I'm All Ears would be insane on certain killers.
0 -
It needs a cool-down reduction. Nothing more nothing less.
From there, base regression speed should be buffed by a certain amount (Nothing crazy) so that kicking gens is more worthwhile.
0 -
Personally, I think it’s fine. It’s very strong in a 3 or 4 gen set up. There has to be a cool down because of how many gens it can affect. My only issue is that it shouldn’t go on cooldown if no their gens are affected when kicking a gen.
0 -
Keep it at 80 seconds but let it combo with other perks like Pop Goes The Weasel and Overcharge. That way the name actually makes sense and the cooldown is then justified.
I feel lowering the cooldown without any other changes would leave the perk in an underwhelming state that's my honest view of it.
0

